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The Texture Mode
There are two main submodes of texture mapping mode called polygon and texture (Actually there is a third, merge mode, but this is more or less obsolete).
Since Texture Mode has so many divisions to it we have split this up into subsections.
The Polygon Mode
Mode > Polygon
This is checked to show that you are in polygon mode.
Mode > Texture (TAB will switch between Polygon and Texture)
Switch to texture mode.
Mode > Merge
Provides an alternative way of merging polygons. This is basically obsolete, and will probably crash the program.
Mode > Exit (Ctrl + X)
Exit back to control mode.
Options > Select As > Triangle (Q toggles)
Options > Select As > Quad (Q toggles)Switch between triangle and quad mode. See the section on texturing for more details.
Options > Polys Shown > Untextured (W toggles)
Options > Polys Shown > Textured (W toggles)Switch between showing polygons with and without their texures.
Options > Select on GotoPoly
Look at the Misc > Find > … menu option details further on.
Options > Repeating Texture Options > Select Number of Repeats (Shift + N)
By default when editing the texture UV co-ordinates you are limited to moving the nodes within one copy of the texture. However you can choose to have the texture tiled, so that you can draw multiple copies of it on a single polygon. Pressing a SHIFT + N will bring up a table of possible numbers of tiles to use (1x1, 1x2, … infinite x infinite).
Options > Repeating Texture Options > Default to 1x1
If this option is selected, then whenever you change texture Inteng will revert back to showing one copy of the texture in texture mode.
Options > Repeating Texture Options > Maintain Used Area
If this option is turned on, then whenever you change texture Inteng will try to keep the same area of texture used.
For example, if you were using 2x2 tiles of a 128x128 texture, then when switching to a 64x64 texture you would get 4x4 tiles.
Options > Repeating Texture Options > Maintain Num Repeats
Similar to above, but the number of tiles of the texture will be maintained.
For example, if you were using 2x2 tiles of a 128x128 texture, then when switching to a 64x64 texture you would still get 2x2 tiles.
Options > Show Gouraud (B)
Shows all polygons as gouraud polygons lit using the prelighting data.
Options > Toggle Flag List
See the section on editing flags.
Options > AutoSave
This allows you to set how frequently Inteng will remind you to save. Any changes you make to this option will be remembered for future sessions in the texture mapper.
Options > Add 1 to texture area.
Awaiting Instructions From Rebellion
Options > Fake Merge Data.
Awaiting Instructions From Rebellion
Options > Shows Imported Shapes
Awaiting Instructions From Rebellion
Misc > Help > General
Misc > Help > MovementThese menu options show you the key controls for this mode.
Misc > Screenshot (Scroll Lock)
Takes a screenshot, and saves it in the same directory as the rif file as a .BMP
Misc > Find > Untextured polys
After selecting this option, Inteng will tell you how many untextured polygons there are in each object, and offer to take you to one of the objects. After using this option you can use G to jump to each of the polygons that were found in turn (Press Shift + G to go through the list backwards). If the ‘Select on GotoPoly’ option is turned on in the options menu, then Inteng will select each polygon that you go to using the G key.
Misc > Find > Textured Poly
As above, but this will find all polygons using the current texture. You should press C to select the appropriate texture first.
Misc > Find > Invalid PSX UV coords
Not used for AvP, this is left over from Playstation coords information
Misc > Find and Select > Untextured polys
Misc > Find and Select > Textured Poly
Misc > Find and Select > Invalid PSX UV coordsIdentical to the find options, except that all polygons found will be selected automatically.
Misc > Fix Wrapping Textures (PSX)
Not used for AvP, this is left over from Playstation texture information
Misc > Merge selected polygons
Misc > Unmerge selected polygonsSee the section on polygon merging
Misc > Move rel. to poly
After choosing this option Inteng will ask you to click on a polygon. The camera will the be jumped a specified distance away from the chosen polygon, and turned so that it is facing it straight on. This option was originally used to make it easier to take screen shots from a fixed distance (for maps).
Misc > Poly edit > Create poly
This provides a limited way of creating new polygons within the tools. Before selecting this you must first turn on vertex selection in the selection menu. Next you should click on 3 or 4 vertices in the same shape (a vertex is selected by clicking on a part of a polygon near the vertex). Note that you will only be allowed to select a forth vertex if the vertices would create a valid quad. Finally use this option to create the polygon . The facing of the new polygon is determined by the side that you are looking at it from, when you choose the create option.
Misc > Poly edit > Delete poly
This flags all selected polygons for deletion (deleting all of the polygons from a shape will also cause that shape to be deleted). The polygons are immediately hidden when you select this option, but they are only actually deleted when you exit back to control mode. Should you change your mind about deleting a polygon, you can select the polygons and use the Misc > Poly edit > Restore polys option. You will need to select Misc > Show Removed Polys, so that you can see and select the polygons that you want to restore. Once you have finished you should select Misc > Hide removed polys to hide all the deleted polygons again. When you exit back to control mode, after deleting polygons, you will be asked whether the shapes should be recentered. In general you should recenter modules , but leave placed objects alone. Recentering shapes that are used in hierarchies is a particularly bad idea.
Misc > Delete 0-normal polys
This option finds and deletes any triangles that have 0 polygon normals. This happens for polygons whose vertices are collinear. Note that the 3dsmax export plug-in should automatically delete such polygons anyway.
Misc > Show Removed polys
Misc > Hide Removed polysSee the polygon deletion menu option.
Misc > Split Object > As Module
Misc > Split Object > As Placed ObjThese options allow you to cut an object into two new objects. You should first select all the polygons that you want to split off, and then select one of these options. Note that all of the polygons chosen must come from one object, if polygons are selected from more than one object then Inteng will complain. Similarly to the delete polygon option, the polygons chosen are hidden, and the change only takes place when you exit back to control mode. At this point you will be asked to choose a name for the newly created object (a default name will be generated by appending a letter to the end of the original name). The only difference between the two options, is that in one case the new object will be considered to be a module, and in the other it will be considered to be a placed object. You can always alter this in control mode if need be.
Misc > Recenter Shape
This option allows you to move the center of a shape to the center of a polygon that you click on. This is only really needed to cope with some problems that can occur when the center of a placed object is embedded in another object.
Anim > …
See the section on texture animation
Copy Texturing > …
This allows you to set how you will copy texturing, by the poly or object, etc.
Selection > ...
This sets how your cursor selects polys.
The Texture Mode
Clear Selection (L)
Deselects all polygons.
Select Texture (C)
Brings up a page in which you can select the texture to use.
Select Color (shift + K)
After selecting this option you will be presented with a table of colors. All selected polygons will be converted into untextured polygons using the selected color. Note that since none of the games support untextured polygons at the moment, the only reason to use this is as a way of getting rid of a texture. Also this option was written when we were using an 8 bit mode, which is why there are only 256 colors shown.
Flags > …
See the section on flag editing.
Texture Across Sel (T)
Equivalent to pressing T. See the texture wrap section
Copy UV Coords (U)
Equivalent to pressing U which copies texturing from another polygon
Shift UV Coords
This allows you to apply a translation to the UV co-ordinates of all selected polygons. You will be asked to type in an offset for the u and v values. The values entered will then be added to the texturing co-ordinates.
Copy Between Obj
This option allows you to copy the texturing between two similar objects. After selecting this option you will be asked to click on and object to copy the texturing from, and an object to copy the texturing to. This is only likely to work if the objects are rotations or reflections of each other.
Save Changes (Return)
Saves everything done so far to the rif file.
Undo Changes (Backspace)
This undoes all the changes made since the last save.
Hide Selection
Hides all selected polygons, and then deselects them. Useful if there are some polygons that are covering up whatever your trying to texture.
Show All > Don't select
This reveals all of the polygons that have previously been hidden using the previous option.
Show All > Select
This reveals and selects all of the polygons that have been hidden using the hide selection option.